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GPU Pro 7 -

GPU Pro 7

Advanced Rendering Techniques

Wolfgang Engel (Herausgeber)

Buch | Hardcover
306 Seiten
2016
Productivity Press (Verlag)
978-1-4987-4253-5 (ISBN)
CHF 148,35 inkl. MwSt
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The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.

Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 30 experts who cover the latest developments in graphics programming for games and movies.

The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.

The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples.

In color throughout, GPU Pro 7 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page.

Wolfgang Engel is the CEO of Confetti Special Effects, a think tank for advanced real-time graphics for the games and movie industries in Encinitas, California. He previously worked in Rockstar's core technology group as the lead graphics programmer. He has edited books on several subjects, including ShaderX and GPU Pro. He also speaks on graphics programming at conferences worldwide. He is an MVP DirectX since July 2006 and is active on several advisory boards in the industry.

GEOMETRY MANIPULATION. Deferred Snow Deformation in Rise of the Tomb Raider. Catmull–Clark Subdivision Surfaces. LIGHTING. Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12. Fine Pruned Tiled Light Lists. Deferred Attribute Interpolation Shading. Real-Time Volumetric Cloudscapes. RENDERING. Adaptive Virtual Textures. Deferred Coarse Pixel Shading. Progressive Rendering Using Multi-Frame Sampling. MOBILE DEVICES. Efficient Soft Shadows Based on Static Local Cubemap. Physically Based Deferred Shading on Mobile. 3D ENGINE DESIGN. Interactive Cinematic Particles. Real-Time BC6H Compression on GPU. A 3D Visualization Tool Used for Test Automation in the Forza Series. Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs. COMPUTE. Octree Mapping from a Depth Camera. Interactive Sparse Eulerian Fluid.

Erscheinungsdatum
Zusatzinfo 11 Tables, black and white; 215 Illustrations, color
Verlagsort Portland
Sprache englisch
Maße 235 x 191 mm
Gewicht 820 g
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Informatik Software Entwicklung Spieleprogrammierung
Informatik Web / Internet Web Design / Usability
Informatik Weitere Themen CAD-Programme
ISBN-10 1-4987-4253-X / 149874253X
ISBN-13 978-1-4987-4253-5 / 9781498742535
Zustand Neuware
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